- The document is a production log for a 3D animation project creating a motion graphic showing planets and meteorites.
- The student began by creating a sphere and applying a texture to create a planet surface. They then sculpted the sphere into meteorites of different shapes.
- In the next session, the student set up the animation timeline in the layout program, importing the 3D objects and keyframing their motion along planned paths based on the storyboard.
- The final entry notes that the path work was completed and rendering of the animated scene began.
Planetization VII is a top-down, turn-based strategy game set in 2068 focused on colonizing the interstellar system. Players take on the role of one of Earth's nations that developed advanced space programs to harvest resources after Earth became overpopulated and unsustainable. The game allows players to develop technologies, build and upgrade unique units, mine planets and asteroids, form alliances, and wage war through invading other colonies. A unique feature is the ability to research time travel to add replayability, though it requires significant resources and energy to use. The target audience is males aged 18 to 28 interested in space, colonization, turn-based strategy, and politics.
Liam Fryers began post-production of his 3D animation project by opening the template file from Moodle to ensure the correct aspect ratio and frame rate. He then imported his scene as numbered stills and disabled the alpha channels to create a transparent background. He trimmed the background image and music track to 30 seconds each to fit within the required timeframe.
Unit 73 ig3 assignment programming sound assets to a game 2013_y2 Fryers
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The assignment brief tasks the student with programming sound assets they have produced into a computer game for a submission deadline of June 6th. They must select sounds to embed in blog posts along with explanations, produce annotated screenshots documenting the programming process, and include a gameplay video demonstrating the sounds in action. The goals are to apply sound assets to a game following industry practice and standards at a good technical level, with imagination and independence.
The document analyzes and compares three music videos in terms of their visual elements and how they relate to the songs. It notes that the Miley Cyrus video uses various camera angles and close-ups to convey emotions during her performance of "Wrecking Ball." For the song "Sonnentanz," the Klangkarussell video features costumes and imagery that reflect the warm, sunny feeling of the song and target a female audience. Finally, the Ellie Goulding video for "Burn" uses silhouettes at the start, increases movement as the song speeds up, and keeps the focus on the artist to appeal to her core younger female fans.
This document provides a general risk assessment for curriculum lessons conducted in a standard classroom environment at all college sites. It identifies potential hazards such as electric shock, slips, trips and manual handling. Control measures are outlined, such as ensuring adequate supervision, safe storage of materials, and clear evacuation routes. The assessment will be reviewed annually.
The document is a glossary created by Liam Fryers for a unit on sound design and production. It contains definitions for over 20 key terms related to sound design methodology, file formats, audio limitations, recording systems, MIDI, software, and sampling. For each term, Liam provides a short definition from an online source as well as how the term relates to his own production practice.
The document provides a production log for a games design student's project creating a level for a port-based game. Over several dates, the student modeled 3D assets like buildings, containers, and roads; textured models; and set up a fly-through camera path. The log details the modeling steps taken, such as using primitive tools to create basic shapes and refining models.
The document compares three simulation games: Aces High, Arma 3, and SimCity 4. Aces High is a World War 2 flight simulation that requires extensive training and equipment. Arma 3 is a realistic military simulation set in the future. SimCity 4 is a city-building simulation that can be played by a wider audience. While the games differ in themes, interaction methods, and targeted audiences, they all provide in-depth simulations without substantial narratives.
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y2Fryers
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This assignment brief outlines tasks for a Level 3 Extended Diploma in Creative Media Production focused on sound design for computer games. Students will produce audio assets for a cut scene in a planned Grand Theft Auto 5 mission expansion pack. The tasks include field recording ambient sounds, analyzing existing game cut scenes, scripting and recording an original cut scene, applying audio effects, and compiling a final 2-minute cut scene audio track. The goals are to introduce students to audio production and post-production technologies and equip them with skills to produce professional quality sound assets for computer games.
The document is a production log for a 3D animation project created by Liam Fryers for a BTec Level 3 Extended Diploma in Creative Media Production Games Design unit. It outlines the various stages of production including research, idea generation, storyboarding, 3D modeling and texturing assets, animating the scene in Layout, rendering, and post-production in Adobe Premiere Pro. Key dates and tasks completed are documented such as creating 3D meteorites, setting animation paths, importing assets, slicing audio, and adding transitions.
Unit 73 ig2 assignment creating a sample library 2013_y2 Fryers
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The document provides an assignment brief for a unit on sound design for computer games. The assignment tasks the student with creating a glossary of sound design terms and producing individual sound samples and compositions for different game genres. The student must create the samples using a combination of virtual instruments, audio effects, and field recordings. The samples must be uploaded to a shared library and blog. The deadline for completion is April 2nd.
This document contains a character concept profile for Rodger, a large spherical rock character for a side-scrolling adventure game. Rodger has the ability to extend and retract his legs to roll at high speeds or overcome obstacles. He was originally a pet rock that came to life to help defeat invading mole-like creatures called Dempseys. The player controls Rodger to advance through levels, defeating bosses and clearing out Dempseys to prevent them from invading the earth.
The document compares three simulation games: Aces High, Arma 3, and SimCity 4. Aces High is a niche World War 2 dogfighting simulation that requires extensive training and investment. Arma 3 is a realistic modern military simulation targeting older audiences. SimCity 4 is the most accessible city-building simulation that can be played by people of all ages but requires management skills. The games differ significantly in their intended audiences, interaction methods, themes, and inclusion of narrative elements.
This document analyzes and compares the back covers of albums by Rihanna and Jessie J. For Rihanna's album, the summary notes that a pale red color is used with her whole body visible in a medium close-up shot, conveying a soft yet girly side. Song titles are in bold red capital letters. For Jessie J's album, the background is white with black font for song titles and information, showing the importance of continuity. However, it is criticized for lacking color and missing typical details like copyright and barcode.
The document analyzes the results of a survey about music video preferences among 15-20 year olds. It finds that pop music is the most popular genre and performance-based videos are preferred. Most respondents watch music videos nearly every day. The summary will help guide the creation of a music video that appeals to its target demographic.
The document analyzes and summarizes several album covers:
- The Lady Gaga album cover uses a close-up black and white portrait that draws attention to her red lips and allows fans to idolize her style.
- The Jay-Z album cover portrays him as a criminal through his clothing and accessories, relating to the album title "Classic Gangster" and intended audience.
- The Martina McBride cover matches her dress and pose to the background furniture, making her look sexy and appealing to younger female fans.
This risk assessment identifies hazards associated with using computer workstations at all sites. Hazards include work-related disorders from prolonged sitting, eyestrain, and stress. Chemical hazards from screen cleaners and electrical hazards are also identified. Control measures require workstations to meet display screen equipment regulations, provide training, encourage breaks, and ensure only approved chemicals and electrical equipment are used. The assessment will be reviewed annually.
This document provides an overview and pitch for a real-time strategy game called Planetization VII. The game would take place in a vast futuristic universe, where players control colonies on different planets and compete to expand their influence through trade, diplomacy, research, or military force. Players can choose from different nations, each with their own traits and requirements to keep their populations happy. The game aims to provide a deep, immersive experience for strategy gamers through realistic unit dynamics, damage systems, and a dynamic campaign across multiple planets.
Black Sand Studios (BSS) is a community of mod teams and beta testers founded in 2006 that works together on modifications for Battlefield 2 and Crysis. It aims to share knowledge, content, and ideas to help associated mods gain popularity and quality. Project Reality is a free mod that transforms Battlefield 2 into a highly realistic combat simulation environment, featuring large maps, realistic weapons and vehicles, and an emphasis on teamwork. It won several Mod of the Year awards and has a large active player base years after its release. ARMA 2 is a military simulation game set in a fictional post-Soviet country ravaged by civil war, featuring a branching single-player campaign and a range of multiplayer modes in a detailed game world.
The document provides a production log for a student's games design project creating a level for a port town. It details the modeling process over several weeks, including importing imagery, mapping out the level shape, and constructing buildings and structures like warehouses, cargo containers, and roads. The student surfaces the models, sets up a fly-through camera path in the game engine, adds sky and environment effects, and renders the final video.
The user used the FMMF VSTi plugin to alter the default piano sound into an alarm-like sound by using the Chopper preset and adjusting some settings to create a deep tone that could be used for an alarm. They were then able to create different sound effects by altering the points and dials on the plugin.
The user used the ExtractorVSTi plugin to alter the default piano sound into a more futuristic and techno sound. They were able to create different sound effects by altering parameters in the plugin. The plugin allowed customization of the piano sound.
I used a SQ8LVSTi device to alter the default piano sound into a more futuristic and string based sound that had a very sharp feel and quickly dropped off. I was able to create some different sound effects by altering the dials on the SQ8LVSTi.
I used effects on a sound to create different tones. The dub delay preset made the sound hollow and tinny. Adding further delay with ReaDelay caused the sound to repeat, making it seem alien.
The dblue Glitch VST effect takes the first section of a sound and repeats it, creating a glitched sound similar to a fax machine, typewriter, or printer malfunctioning.
The voxengoboogex VST effect gave a very metallic and almost static effect to audio. The ReaPitch VST effect made audio sound very distant and gave it a very deep pitch with a slight reverb. These VST effects altered the sound in different ways.
The document compares three simulation games: Aces High, Arma 3, and SimCity 4. Aces High is a World War 2 flight simulation that requires extensive training and equipment. Arma 3 is a realistic military simulation set in the future. SimCity 4 is a city-building simulation that can be played by a wider audience. While the games differ in themes, interaction methods, and targeted audiences, they all provide in-depth simulations without substantial narratives.
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y2Fryers
Ìý
This assignment brief outlines tasks for a Level 3 Extended Diploma in Creative Media Production focused on sound design for computer games. Students will produce audio assets for a cut scene in a planned Grand Theft Auto 5 mission expansion pack. The tasks include field recording ambient sounds, analyzing existing game cut scenes, scripting and recording an original cut scene, applying audio effects, and compiling a final 2-minute cut scene audio track. The goals are to introduce students to audio production and post-production technologies and equip them with skills to produce professional quality sound assets for computer games.
The document is a production log for a 3D animation project created by Liam Fryers for a BTec Level 3 Extended Diploma in Creative Media Production Games Design unit. It outlines the various stages of production including research, idea generation, storyboarding, 3D modeling and texturing assets, animating the scene in Layout, rendering, and post-production in Adobe Premiere Pro. Key dates and tasks completed are documented such as creating 3D meteorites, setting animation paths, importing assets, slicing audio, and adding transitions.
Unit 73 ig2 assignment creating a sample library 2013_y2 Fryers
Ìý
The document provides an assignment brief for a unit on sound design for computer games. The assignment tasks the student with creating a glossary of sound design terms and producing individual sound samples and compositions for different game genres. The student must create the samples using a combination of virtual instruments, audio effects, and field recordings. The samples must be uploaded to a shared library and blog. The deadline for completion is April 2nd.
This document contains a character concept profile for Rodger, a large spherical rock character for a side-scrolling adventure game. Rodger has the ability to extend and retract his legs to roll at high speeds or overcome obstacles. He was originally a pet rock that came to life to help defeat invading mole-like creatures called Dempseys. The player controls Rodger to advance through levels, defeating bosses and clearing out Dempseys to prevent them from invading the earth.
The document compares three simulation games: Aces High, Arma 3, and SimCity 4. Aces High is a niche World War 2 dogfighting simulation that requires extensive training and investment. Arma 3 is a realistic modern military simulation targeting older audiences. SimCity 4 is the most accessible city-building simulation that can be played by people of all ages but requires management skills. The games differ significantly in their intended audiences, interaction methods, themes, and inclusion of narrative elements.
This document analyzes and compares the back covers of albums by Rihanna and Jessie J. For Rihanna's album, the summary notes that a pale red color is used with her whole body visible in a medium close-up shot, conveying a soft yet girly side. Song titles are in bold red capital letters. For Jessie J's album, the background is white with black font for song titles and information, showing the importance of continuity. However, it is criticized for lacking color and missing typical details like copyright and barcode.
The document analyzes the results of a survey about music video preferences among 15-20 year olds. It finds that pop music is the most popular genre and performance-based videos are preferred. Most respondents watch music videos nearly every day. The summary will help guide the creation of a music video that appeals to its target demographic.
The document analyzes and summarizes several album covers:
- The Lady Gaga album cover uses a close-up black and white portrait that draws attention to her red lips and allows fans to idolize her style.
- The Jay-Z album cover portrays him as a criminal through his clothing and accessories, relating to the album title "Classic Gangster" and intended audience.
- The Martina McBride cover matches her dress and pose to the background furniture, making her look sexy and appealing to younger female fans.
This risk assessment identifies hazards associated with using computer workstations at all sites. Hazards include work-related disorders from prolonged sitting, eyestrain, and stress. Chemical hazards from screen cleaners and electrical hazards are also identified. Control measures require workstations to meet display screen equipment regulations, provide training, encourage breaks, and ensure only approved chemicals and electrical equipment are used. The assessment will be reviewed annually.
This document provides an overview and pitch for a real-time strategy game called Planetization VII. The game would take place in a vast futuristic universe, where players control colonies on different planets and compete to expand their influence through trade, diplomacy, research, or military force. Players can choose from different nations, each with their own traits and requirements to keep their populations happy. The game aims to provide a deep, immersive experience for strategy gamers through realistic unit dynamics, damage systems, and a dynamic campaign across multiple planets.
Black Sand Studios (BSS) is a community of mod teams and beta testers founded in 2006 that works together on modifications for Battlefield 2 and Crysis. It aims to share knowledge, content, and ideas to help associated mods gain popularity and quality. Project Reality is a free mod that transforms Battlefield 2 into a highly realistic combat simulation environment, featuring large maps, realistic weapons and vehicles, and an emphasis on teamwork. It won several Mod of the Year awards and has a large active player base years after its release. ARMA 2 is a military simulation game set in a fictional post-Soviet country ravaged by civil war, featuring a branching single-player campaign and a range of multiplayer modes in a detailed game world.
The document provides a production log for a student's games design project creating a level for a port town. It details the modeling process over several weeks, including importing imagery, mapping out the level shape, and constructing buildings and structures like warehouses, cargo containers, and roads. The student surfaces the models, sets up a fly-through camera path in the game engine, adds sky and environment effects, and renders the final video.
The user used the FMMF VSTi plugin to alter the default piano sound into an alarm-like sound by using the Chopper preset and adjusting some settings to create a deep tone that could be used for an alarm. They were then able to create different sound effects by altering the points and dials on the plugin.
The user used the ExtractorVSTi plugin to alter the default piano sound into a more futuristic and techno sound. They were able to create different sound effects by altering parameters in the plugin. The plugin allowed customization of the piano sound.
I used a SQ8LVSTi device to alter the default piano sound into a more futuristic and string based sound that had a very sharp feel and quickly dropped off. I was able to create some different sound effects by altering the dials on the SQ8LVSTi.
I used effects on a sound to create different tones. The dub delay preset made the sound hollow and tinny. Adding further delay with ReaDelay caused the sound to repeat, making it seem alien.
The dblue Glitch VST effect takes the first section of a sound and repeats it, creating a glitched sound similar to a fax machine, typewriter, or printer malfunctioning.
The voxengoboogex VST effect gave a very metallic and almost static effect to audio. The ReaPitch VST effect made audio sound very distant and gave it a very deep pitch with a slight reverb. These VST effects altered the sound in different ways.
This 3 sentence summary provides the high level information from the document:
The document discusses using the VoxengoBoogex and ReaFir VST effects to produce a sound. The sound created has a very static and piercing quality. The effects applied create a sound like an old radio being tuned in due to the high frequency static sound produced.
The author adjusted various reverb settings on their audio equipment, increasing the room size to 63, dampening to 27, and initial delay to 22ms to add echo while keeping the sound clear and loud. They further increased volume by setting gain to +7.8 dB and used a feedback of 0.284 to deepen the sound, mixing it at 0.867 to reduce harshness and high pitch.
The document discusses applying audio effects in a digital audio workstation to add reverb and panning. Specifically, it mentions using a preset reverb effect template and adjusting reverb start time, length, spacing, error, and volume. These changes created a sound that was close by but echoed and moved away, simulating a long room. Panning was also adjusted to be predominantly in the left ear with a dip back to normal stereo in the middle before returning to the left ear. A pre-reverb effect was added so that two reverbs would play, with one starting sooner than the other.
The document discusses the development of a new infantry combat level for the multiplayer game Project Reality focused on close quarters combat in an urban harbor environment no larger than 1 square kilometer. The author conducted research on the Project Reality community to determine preferred fighting distances, environments, and gauge interest in a harbor-themed level, finding strong interest. Reference images of harbors and cargo ships will be used to accurately model 3D objects and environments for the level.
The document describes how various audio effects were used to manipulate sounds and create different impressions for the listener. Effects like panning, reducing volume, and reverb were used to make barks seem like they were coming from the right, make thunder sound distant from inside a building, and make footsteps echo as if in a vast empty space. Different sounds were also merged to create a continuous thunderstorm with variety. Panning was used to make a fuse sound like it moved from right to left past the listener.
Yoga philosophy emphasizes self-awareness, self-regulation, motivation and empathy, which are key components of emotional intelligence. Yoga practices like chitta-prasadana, kriyayoga and astangayoga help you develop these skills.